CEngineSoundServer::PrecacheSound
0x001573c0 · 184 bytes · __cdecl
_ZN18CEngineSoundServer13PrecacheSoundEPKcbb
Decompiled
undefined (3 params)
/* CEngineSoundServer::PrecacheSound(char const*, bool, bool) */
undefined4 CEngineSoundServer::PrecacheSound(char *param_1,bool param_2,bool param_3)
{
byte bVar1;
int iVar2;
byte *pbVar3;
undefined3 in_stack_00000009;
pbVar3 = _param_2;
if (_param_2 == (byte *)0x0) {
LAB_00157410:
if ((char)*_param_2 < '!') {
Host_Error("CEngineSoundServer::PrecacheSound: Bad string: %s",_param_2);
}
iVar2 = SV_FindOrAddSound((char *)_param_2,param_3);
if (iVar2 < 0) {
Host_Error("CEngineSoundServer::PrecacheSound: \'%s\' overflow",_param_2);
return 0;
}
return 1;
}
do {
bVar1 = *pbVar3;
if ((bVar1 & 0xfd) == 0x21) {
LAB_00157440:
if (bVar1 == 0x21) {
return 1;
}
}
else if (2 < (byte)(bVar1 - 0x28)) {
if (((byte)(bVar1 - 0x3e) < 3) || (bVar1 == 0x3c)) goto LAB_00157440;
if (((bVar1 != 0x5e) && (bVar1 != 0x7d)) && (bVar1 != 0x24)) goto LAB_00157410;
}
pbVar3 = pbVar3 + 1;
} while( true );
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.